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  #1  
Old July 3rd, 2002, 03:32 PM
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Default Re: Modding multiple shipyards per planet?

Quote:
If 'labor' were a non-portal resource then you'd be forced to locate your major shipyards at large population centers. Hey, presto, more realism
P&N does this, and I'm sure proportions has something to that effect as well.

In the latest P&Ns (2.5 PBW), spaceyard rate is set to 10% for 1M people, and goes up 1% for every 25M people after that.
Effectively, Homeworlds start with about 175% of normal build rate, but colonies of 100M are stuck with 14%, and struggle to build even the cheapest facilities, normally taking 6 months to a year each.
At the other end of the scale, Sphereworlds get about 25x more build rate than normal
Besides the fact that it would take forever to build the spaceyard on a colony, you'd get little return on your investment.
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Old July 3rd, 2002, 05:09 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: Modding multiple shipyards per planet?

Quote:
Originally posted by Suicide Junkie:
quote:
If 'labor' were a non-portal resource then you'd be forced to locate your major shipyards at large population centers. Hey, presto, more realism
P&N does this, and I'm sure proportions has something to that effect as well.

In the latest P&Ns (2.5 PBW), spaceyard rate is set to 10% for 1M people, and goes up 1% for every 25M people after that.
Effectively, Homeworlds start with about 175% of normal build rate, but colonies of 100M are stuck with 14%, and struggle to build even the cheapest facilities, normally taking 6 months to a year each.
At the other end of the scale, Sphereworlds get about 25x more build rate than normal
Besides the fact that it would take forever to build the spaceyard on a colony, you'd get little return on your investment.

That's not quite what I meant but it's true that population production bonuses come close to this effect. But what I intnded was that even orbital space yards should be dependent on population.

Basically, population would 'produce' a resource called 'labor' and it would then be used to: 1) operate facilities, 2) build stuff. Each facility could then have a 'labor input' requirement to be operated. And spaceyard bases built around planets with high population would be vastly more productive. Oh, and robotoid factories would then boost your 'labor' production per population point, not your production directly.

After the balancing effects of making population more valuable, and making facilities usage more realistic, the main advantage of this system would be similar to the 'maintenance modifier' that was discussed in another thread. You could make something very expensive in 'labor' but not other resources so it was difficult to build but not expensive to maintain.

[ July 03, 2002, 16:13: Message edited by: Baron Munchausen ]
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Old July 3rd, 2002, 10:01 PM
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Default Re: Modding multiple shipyards per planet?

What would happen to spaceyards on ships or bases that were not orbiting a planet? Would those build extremely slowly? If not, why not? If so, then won't that make it all but impossible to build a ring/sphere world? (Don't you have to build them in place, using non-orbiting spaceyards, since the components are too big to transport from a planetary shipyard?)
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Old July 3rd, 2002, 10:14 PM

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Default Re: Modding multiple shipyards per planet?

Hi.

Yes i really like the "labor" production idea...
I think it will make the game more realistic and more interesting....
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Old July 3rd, 2002, 10:20 PM
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Default Re: Modding multiple shipyards per planet?

If so, then won't that make it all but impossible to build a ring/sphere world? (Don't you have to build them in place, using non-orbiting spaceyards, since the components are too big to transport from a planetary shipyard?)

Add a Barge, that is 2040 kilotons. It can carry 1 engine, a Bridge, LS and CQ, and one of the Ringworld comps. Solves that problem nicely.
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Old July 3rd, 2002, 11:03 PM

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Default Re: Modding multiple shipyards per planet?

Yes it will be very good...and as a Very very important project for an empire/civilisation the maintance cost for this ship will be very very expansive...
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Old July 4th, 2002, 12:33 AM

Baron Munchausen Baron Munchausen is offline
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Default Re: Modding multiple shipyards per planet?

Quote:
Originally posted by dmm:
What would happen to spaceyards on ships or bases that were not orbiting a planet? Would those build extremely slowly? If not, why not? If so, then won't that make it all but impossible to build a ring/sphere world? (Don't you have to build them in place, using non-orbiting spaceyards, since the components are too big to transport from a planetary shipyard?)
Space Yard components would have a certain minimum rate due to automation. But you would be able to bring population to the site & use it to enhance the build rate. I'm in favor of restoring population quarters and requiring them to move population instead of just loading live population into cargo bays like pallets of cargo anyway. So if you wanted to build something really fast at a remote location you'd need not only the space yard ships but transports full of workers!

A planetary space yard would be completely dependent on local population like all facilities, I guess. But robotoid factories or other automation might give a 'minimum' to those as well.

I'd like to change the way ringworlds and sphereworlds are built, too, but that involves a completely new background for the system when it's completed.

[ July 03, 2002, 23:38: Message edited by: Baron Munchausen ]
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